--- a/src/ai/ai.h Mon Mar 19 09:33:17 2007 +0000
+++ b/src/ai/ai.h Mon Mar 19 12:38:16 2007 +0000
@@ -7,7 +7,7 @@
#include "../command.h"
/* How DoCommands look like for an AI */
-typedef struct AICommand {
+struct AICommand {
uint32 tile;
uint32 p1;
uint32 p2;
@@ -17,22 +17,22 @@
char *text;
uint uid;
- struct AICommand *next;
-} AICommand;
+ AICommand *next;
+};
/* The struct for an AIScript Player */
-typedef struct AIPlayer {
+struct AIPlayer {
bool active; ///< Is this AI active?
AICommand *queue; ///< The commands that he has in his queue
AICommand *queue_tail; ///< The tail of this queue
-} AIPlayer;
+};
/* The struct to keep some data about the AI in general */
-typedef struct AIStruct {
+struct AIStruct {
/* General */
bool enabled; ///< Is AI enabled?
uint tick; ///< The current tick (something like _frame_counter, only for AIs)
-} AIStruct;
+};
VARDEF AIStruct _ai;
VARDEF AIPlayer _ai_player[MAX_PLAYERS];
@@ -40,9 +40,9 @@
// ai.c
void AI_StartNewAI(PlayerID player);
void AI_PlayerDied(PlayerID player);
-void AI_RunGameLoop(void);
-void AI_Initialize(void);
-void AI_Uninitialize(void);
+void AI_RunGameLoop();
+void AI_Initialize();
+void AI_Uninitialize();
int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
@@ -50,7 +50,7 @@
* This function checks some boundries to see if we should launch a new AI.
* @return True if we can start a new AI.
*/
-static inline bool AI_AllowNewAI(void)
+static inline bool AI_AllowNewAI()
{
/* If disabled, no AI */
if (!_ai.enabled)
@@ -97,7 +97,7 @@
/**
* The random-function that should be used by ALL AIs.
*/
-static inline uint32 AI_Random(void)
+static inline uint32 AI_Random()
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.